Site Navigation

RPGClassics Main
Contact Maintainer

Shrine Navigation

Main Page
Armor
Characters
Downloads
Hacking Guide
How to Hack
Items
Magic
Map
Thanks
Walkthrough
Weapons

How to Hack Savestates

This page is an explanation of how to use the hacking lists on my shrines for people who do not yet know how to hack save states.  First off, you will need a hacking program.  Go here and download/install Hex Editor. Once it is installed, open it up and open a SD3 save state.  There is a column of 8 digit numbers all the way to the left.  You can not alter that column.  It is just there to determine where you are in the code.   Then there are 8 columns of 4 digit numbers (or, to be more exact, 16 columns of 2 digit numbers with spaces after every second set of 2 digit numbers).  Those are the things you alter.  Ignore the stuff to the right of that.  If you're opening this program for the first time there may be a small pop up window towards the upper right hand portion of the screen.  Close that and don't ever worry about it again.  On the status bar (the bar at the bottom of the hex editor) you will see a thing which says offset: then an 8 digit number.  That is the place in the code your cursor is located.  My hacking list is divided into two sections, places in the code and things to put into places in the code.  Gold is at 3838 and 3837, so if you want to edit your gold go down and right until the number in the status bar (the bar at the bottom of the screen) which says offset says 3838.

There are two different ways to hack a save state in SD3.  The first is just putting in a number.  You use this one for anything with a number (like the number of a certain item, the amount of gold you have, a character's strength, etc.).  For example, if you want your first character's strength to be 7, you would go to the offset in the code which controls his strength, and change it to 7.  Not tough.  There is a catch though.  Save states are saved in hexidecimal (base 16), which is not the normal way of counting.  Normally the first number to the left of the decimal is the 1s column (note that 1 is 10^0), the one to the left of that is the 10s column (note that 10 is 10^1), the one to the left of that is the 100s column (note that 100 is 10^2), and the one to the left of that is the 1000s column (note that 1000 is 10^3).  However, in hexidecimal the first column to the left of he decimal is the 1s column (note that 1 is 16^0), the one to the left of that is the 16s column (note that 16 is 16^1), the one to the left of that is the 256s column (note that 256 is 16^2), and the one to the left of that is the 4096 column (note that 4096 is 16^3).  So in order to make 0 through 15 all fit into the 1s column they use letters in addition to numbers.  A 0 in decimal (regular numbers) is a 0 in hexidecimal, a 1 is a 1, a 2 is a 2... a 9 is a 9, but a 10 in decimal is an A in hexidecimal, an 11 is a B, a 12 is a C, a 13 is a D, a 14 is an E, and a 15 is a F.   Keep that in mind when entering numbers.  Just as a quick reference, 99 in decimal is 63 in hexidecimal (9*10^1+9*10^0=6*16^1+3*16^0).  Note also that some things start from 1 and some things start from 0.  So sometimes if you want something to be 7 you enter 7, but sometimes you enter 6.

The second is just plugging in the value for whatever it represents.  This is used for classes, items, equipment, and spells.  If you want your first character to be of the class Vanadis, go to the offset for the class of the first character (1FA26) and enter the value for a Vanadis (050200).

 

©2001 RPGClassics.com. All materials are copyrighted by their respective authors. All games mentioned in this site are copyrighted by their respective producers and publishers. No infringement on any existing copyright is intended. All rights reserved.